Main Page > Character Abilities > Condition
Conditions are the effects of certain Spells, Class Features, etc. Conditions may positively or negatively affect a creature. Knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.
List of Conditions
Action Surge
Effect
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- Can take an extra Action this turn.
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Aid
Effect
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- Hit point maximum increased by
X .
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Armour of Agathys
Arms of Hadar
Bane
Barkskin
Blade Ward
Effect
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- Has resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. Damage of these types is halved.
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Blinded
Bleeding
Effect
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- Creature takes 2Slashing damage at the start of each turn and has Disadvantage on Constitution Saving Throws.
- Removed by healing.
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Bless
Blurred
Effect
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- Attackers have Disadvantage on Attack Rolls against this creature, unless they do not rely on sight or can see through illusions.
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Bufotoxin
Burning
Effect
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- Takes
1d4 Fire damage per turn.
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Calmed
Charmed
Chest Trauma
Chill Touch
Click Heels
Cloud of Daggers
Effect
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- Spinning daggers fill the air. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.
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Colour Spray
Command: Approach
Command: Drop
Command: Flee
Command: Grovel
Command: Halt
Controlled
Effect
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- This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies.
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Crippled
Crown of Madness
Effect
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- Instilled with magical madness. Will attack the nearest creature.
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Darkvision
Effect
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- Can see in the dark out to the range of
12m / 40ft .
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Dash
Dazed
Detect Thoughts
Effect
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- Can read the thoughts of certain creatures while talking to them.
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Difficult Terrain
Disengage
Disguise Self
Effect
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- Appearance is entirely changed.
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Divine Sense
Downed
Effect
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- You are Unconscious and must make Death Saving Throws.
- On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die.
- If you regain any Hit Points, lose Downed. Or an ally Helps you, regain 1 Hit Point.
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Electrocuted
Effect
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- Takes
1d4 Lightning damage at the start of each turn.
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Encumbered
Movement Speed is reduced by a third.
Enlarged
Ensnared
Entangled
Enwebbed
Expeditious Retreat
Effect
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- Dash available as a bonus action.
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Exposing Bite
Effect
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- Creature is distracted. The next attack against the creature from wihtin
1.5m / 5ft is guaranteed to be a critical hit.
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Faerie Fire
False Life
Feather Fall
Effect
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- Rate of falling is slowed, granting immunity to Falling damage.
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Feeble
Effect
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- Deal only half damage with weapon attacks that use Strength.
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Frenzied
Effect
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- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
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Friends
Frightened
Frostbite
Effect
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- When taking Cold damage, takes an additional 1 Cold damage per turn of Frostbite remaining.
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Gaping Wounds
Effect
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- Attacks againts this creature deal an additional 2Piercing damage.
- Removed by healing.
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Goaded
Effect
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- Must attack the goading creature, if possible.
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Guidance
Guiding Bolt
Hamstrung
Hastened
Healing Radiance
Heavily Encumbered
Movement Speed is reduced by two-thirds.
Heroism
Hex: Charisma
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Charisma Checks.
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Hex: Constitution
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Constitution Checks.
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Hex: Dexterity
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Dexterity Checks.
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Hex: Intelligence
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Intelligence Checks.
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Hex: Strength
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Strength Checks.
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Hex: Wisdom
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Wisdom Checks.
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Hideous Laughter
Effect
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- Can't move or act, and has Disadvantage on Strength and Dexterity Saving Throws.
- Attacks against a Prone creature have Advantage if they're made within
3m / 10ft of the creature.
- At the end of its turn or when it takes damage, the creature can try to shake off the effect.
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Hold Person
Effect
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- Paralysed. At the end of each turn, makes a Wisdom Saving Throw. On a successful save, the Condition is removed.
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Holy Rebuke
Effect
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- Affected entity is protected by a vengeful aura.
- Attackers take 1d4 Radiant damage. when they hit the entity with a melee attack.
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Horde Breaker
Effect
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- Creature is open to a follow-up attack.
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Hunter's Mark Quarry
Effect
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- Suffers an additional
1d6 damage from the spellcaster.
- Spellcaster also gains Advantage on all Perception and Survival Checks.
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Incapacitated
Infernal Legion
Effect
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- You are one, you are legion, without personality or individuality - born only to fight.
- When within 20m / 67ft of another creature wearing a merregon's mask, Strength increases by 1 and Intelligence, Wisdom, and Charisma decrease by 1 per nearby mask.
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Infested
Effect
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- Crawling with tiny spiders that deal 1d4 Piercing damage and 1d4 Poison damage each turn.
- When hit with a melee attack, the infestation spreads to the attacker. Upon death, the infestation spreads to all nearby creatures.
- Removed by fire or acid.
- Doesn't harm ettercaps or spiders.
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Invisible
Jump
Effect
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- The creature's jump distance is tripled for 1 minute.
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Light
Effect
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- This object has an aura of light with a radius of
12m / 40ft
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Lightning Charges
Effect
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- Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Lightning damage.
- If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Lightning damage.
- You lose 1 charge per turn.
See Lightning Charges for more information.
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Longstrider
Mage Armour
Mirror Image
Effect
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- Gain 3 Mirror Images.
- The spellcaster's Armour Class increases by 3 for each image they have.
- When the spellcaster successfully evades an attack, an image disappears.
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Momentum
Effect
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- Spurred on a sense of urgency. Movement Speed increased by 10ft.
- Removed when Restrained, Incapacitated, Prone, or slowed down.
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Oath Broken
Effect
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You have broken your sacred Oath and betrayed your beliefs. You can no longer use Channel Oath Charges.
You should go to camp and contemplate what happened and what comes next.
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Off Balance
Paralysed
Pinched
Effect
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- Take
2 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft .
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Produce Flame
Effect
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- A flickering flame sheds light around the creature.
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Poisoned
Poisonous Fumes
Prepared
Effect
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- Deals an additional 1Slashing damage with melee attacks.
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Prone
Effect
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- Can't move or act, and has Disadvantage on Strength and Dexterity Saving Throws.
- Attacks against a Prone creature have Advantage if they're made within
3m / 10ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
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Protection form Evil and Good
Effect
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- The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
- These creatures have Disadvantage on Attack Rolls against the target.
- The target can't be Charmed, Frightened, or Possesed by them.
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Rage
Effect
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- Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
- Has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
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Rage: Bear Heart
Effect
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- Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
- Has Resistance to all damage except psychic damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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Rage: Eagle Heart
Effect
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- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Can use Dash as a bonus action, and foes have Disadvantage on Opportunity Attacks.
- Also has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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Rage: Elk Heart
Effect
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- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Movement Speed increased by
4.5m / 15ft .
- Also has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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Rage: Tiger Heart
Effect
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- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Jump distance increased by
4.5m / 15ft .
- Also has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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Rage: Wolf Heart
Effect
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- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Allies have Advantage on melee Attack Rolls against enemies within
2m / 5ft .
- Also has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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Rallied
Reckless Attack
Reduced
Reeling
Effect
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- Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.
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Resistance
Sacred Weapon
Shield of Faith
Shillelagh
Shocked
Shocking Grasp
Effect
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- Creature can't speak or cast spells with a verbal component, and is immune to Thunder damage.
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Sleeping
Effect
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- A sleeping creature cannot move or act.
- Moreover, the creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against it have Advantage, and any attack that hits the creature is a Critical Hit if the attacker is within
1.5m / 5ft of the creature.
- Removed by taking damage or when Helped.
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Effect
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- Can comprehend and communicate with beasts.
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Spiteful Suffering
Stunned
Thaumaturgy
Threatened
True Strike
Turned
Effect
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- A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
- It can't willingly move to a space within
9m / 30ft of that creature.
- It also can't take Reactions.
- For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.
- The condition ends upon taking damage.
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Vicious Mockery
Weak Grip
Wet
Wild Magic: Explosive Healing
Effect
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- Your spells of Level 1 and higher heal all creatures in a
3m / 10ft radius for 1d4 hit points per Spell Slot level.
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Wild Magic: Enchant Weapons
Effect
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- The next attack with this weapon is a Critical Hit and deals an additional 1d4 Force damage.
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Wild Magic: Teleport
Effect
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- Can use a Bonus Action to teleport up to
9m / 30ft .
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Witch Bolt
Effect
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- The spellcaster can activate the arc linking it to this creature to automatically deal
1d12 Lightning damage .
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Wrath
Effect
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- Adrenaline courses through your veins. You have a +1 bonus to melee damage.
- (As of Early Access Patch 9, this effect grants +1 to melee damage per remaining turn of Wrath.)
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